Risk Star Wars The Clone Wars Edition
Risk Star Wars The Clone Wars Edition
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The classic board game of global domination is now the classic board game of universal domination. This new edition of Risk puts the future of the Star Wars galaxy in your hands, with dramatic planetary battles played out against the backdrop of the Clone Wars years of the Skywalker saga. Two to 4 can play using classic Risk rules, or notch up the action with special Clone Wars rule variations. Includes 142 pieces. Ages 10 years and up. Imported.
|Product Length:||15.75 inches|
|Product Width:||10.5 inches|
|Product Height:||2.5 inches|
|Product Weight:||3.0 pounds|
|Package Length:||15.8 inches|
|Package Width:||10.6 inches|
|Package Height:||2.6 inches|
|Package Weight:||3.15 pounds|
|Average Customer Rating:|| based on 28 reviews|
2 to 4 players.
Ages 10 to Adult
|Average Customer Review: ( 28 customer reviews )
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Most Helpful Customer Reviews
12 of 12 found the following review helpful:
Give it a chance! Aug 24, 2006
By Aaron Sullivan
I'm a Risk fan, but don't get many opportunities to play. I find this version to be a fun and fascinating variation. It integrates very well with the movie theme and provides a dramatic twist where one side gets to automatically take random territories at a certain point in the game. ( It's order 66 if you remember that from SW Episode III. )
The rules are pretty well laid out and easy to understand if you already know the risk rules. All the new rules are all in blue so you can skim quickly through them. If you aren't familiar with Risk, I recommend skipping all the blue rules to play a classic game first. Just keep in mind that it will be more fun with all the rules.
Some new variations from the original include:
1. Cards with special thematic actions you can take for an advantage
2. Powerful Anakin cards which become useless to the republic player after Order 66.
3. The ability to turn in collected cards for space ships that lend bonuses to your rolls (for instance, roll an 8-sided die rather than a 6 or re-roll any ones.)
4. Special thematic characters that the Republic can catch (and the separatists have to hide) to earn bonus cards.
5. The dramatic Order 66 dynamic which gives the Seperatists a chance to convert territories (and armies) to their side. The longer they can hold out against the card advantage of the Republic the more damage they can do.
6. A two player game is actually fun unlike most other Risk variations.
The low point of Star Wars Risk: Clone Wars is the ugly, ugly board. You might expect something gorgeous since it's based on such a visually oriented movie franchise, but the board is definitely function over form. At least it doesn't get in the way of the game play.
I highly recommend this game to Risk fans as a more dramatic and shorter variation. After playing a few times and when everyone gets the rules, you might even get in a game in under 3 hours. That's very short for Risk.
For those who compare variations, I find the theme and artistry of the Lord of the Rings variation to be far superior and it introduced some of the game play ideas that this game use. However, I find Star Wars Risk: Clone Wars to be much more fun overall.
I've heard that the more complicated "hardcore" variations of Risk like Godstorm and 2210 A.D. are better games, but I haven't played those.
P.S. Another review here suggested that the Separatists always win. That hasn't been my experience and I've seen discussions on forums that have had opposite situations where the Republic always wins. It's all in the strategy... and the die rolls. :)
Later this year (2006), there is supposed to be a Risk game based on the Original Trilogy of Star Wars movies. I'm very much looking forward to that.
73 of 90 found the following review helpful:
A disappointment Apr 26, 2005
By Marilyn Turner
"plays games, all sorts"
I really loved the Lord of the Rings Trilogy edition of Risk, and so I was looking forward to the Clone Wars edition. Physically, the game is about the same quality--overall pretty nice but I'm not crazy about the little plastic pieces, which seem even flimsier than the Trilogy game, and much more likely to tangle up together. But that's not a big issue. It's the gameplay.
First off, in a 4 player game, 2 players are good (Republic) and 2 are evil (Separatist), and you are not allowed to attack your own ally. (Gosh, there goes half the fun of Risk right there!) I've yet to come up with a strategy that lets the good side win. During the game, the Separatists have a one-time opportunity to invoke "Order 66". When this happens, each and every planet (territory) in the Republic is checked against a die roll, and a losing roll means the planet becomes Separatist. In every game I've played so far, this wipes out the Republic. Not only have you lost the territories themselves, but all their troops turn against you. It's maddening to be playing the Republic, building up for a great crushing attack and blip, here comes Order 66, bye bye lovely troops. Once issuing Order 66, the Separatists must then place the Emperor (a special piece) on a planet, where he must remain, and the Republic will automatically win the game if they take this planet. But I have yet to get the Republic to recover enough to strike at the Emperor.
The dark side just has too many advantages to make this game fun to play. In the LOTR Trilogy edition, evil starts out stronger, but with good strategy, good can still win. But I just can't figure out the strategy here to make things even.
13 of 14 found the following review helpful:
Very good game! Aug 16, 2005
By Juan Coronado
Let me start by saying I'm a big risk fan. I'm also a large starwars fan.
I love this game, but it requires a level of skill...more so than normal risk. This is due to Order 66...
There are two factions rebellion and separatist the separatist after 11 turns get the ablity to roll for every single planet in the universe and they get every single one, unless they roll a 1 for one of them (on an 8 sided die, so basically you do a "check" on every single planet one at a time, if you roll a 2 3 4 5 6 7 or 8 you get it and the armys on it)
This of course, is VERY powerful.
Now, I saw a reviewer mention they tried "every strategy" to win as the republic and failed...sorry to say they must not very good strategys.
The very first time I played, I played separatist...I held strong, gained ground mid game but then was getting pushed back by rebpublic finally around the 10th turn..I called order66 on the 11th turn and took every planet in the universe but 2...so it became 40vs2 and of course I won
I will admit, I felt like I was cheating rolling for all those planets. I checked the rule book to make sure this really was supposed to happen...it seemed so unfair and we even considered changing the rules to modify it.
I insisted however that we give it another go, with me as the republic...since I am the risk champion (I have yet to be beaten in any risk game here)
I wanted to get a strategic feel for the republic...to see if this really is possible. I knew that if I could not win, or even get close to winning...that maybe we need to modify or even REMOVE order 66.
So we start playing, Republic start with more planets than separatist do...they also get to place thier first ones anywhere they like(with an extra army on each to boot)
Also, every separatist turn they have to place a token and if you capture it you get cards...1 2 or 3..card can be exchanged for units or for ships or special powers.
I went into the game knowing:
1: I have to be VERY fast and VERY aggressive to avoid order66
2: Cards are my advantage, capture tokens.
3: don't buy ships, don't use special powers...trade in your cards for UNITS (you need to PUSH FORWARD AT ALL COST..within reason..don't fight against silly odds of course or thin yourself out too much)
By the 6th turn I had the separatist player debating using order66 early...he had only 9 planets left between his two teams
idealy he wanted to wait untill his 8th turn, where order66 has 5 6 7 8 chance of capturing planets(on the 1d8), on turns 5, 6 and 7 it's 6 7 8 (I believe)
he managed to hold out untill his 7th turn, on that turn he made the choice that if he held out for another turn he might not have any more armys left (in which case he'd lose before he could call order66)
so he called it, made his rolls...he did about as was expected for 6 7 8 odds he went from having 6 planets to having 21 planets after order66 which is half of the board...it hurt, bad, he got some of my front line armys which were pretty nice sized...
But I was content with half, I still had more cards (and as the republic your cards seem to be better as well)
two turns later, I killed his sidious piece (which he has to place after declaring order66) and won the game instantly...it was fun, and fair all around.
I do advise though that the more skilled player plays republic...becuase it's far too easy to win if the republic player is not VERY aggressive (intelligently mind you)
capture lots of regions, trade in for lots of units, push forward those front lines...don't overdo it or he'll push back...don't let him get cards or strongpoints..capture all of his tokens
You have a huge advantage at the start as republic but if you don't use it, you're basicly even teams with an 11 turn limit untill separatist wins automatically.
I love this game.
15 of 18 found the following review helpful:
Best Risk yet! May 15, 2005
Well, we have just had our first game of Star Wars Risk: Clone Wars Edition at open gaming day at Dr. No's Comics & Games. The session was very successful and I am very impressed with the game so far. My friend Scott and I took the Separatist army while our new acquaintances Keith and Sara took the Republic. The game lasted a total of 4 1/2 rounds, which is pretty close to a game of Risk 2210. The Republic won, in spite of a last ditch effort to turn the tide via Order 66. Unfortunately, as is the case with games where dice are involved, the dice (or the Force) was not with us. I am not speaking out against dice based games. I like an element of chance. The best laid plans and all that... Unpredictable things happen in wars, especially in Star Wars. Our strategy of holding back defensively and waiting out for a good chance at a sweeping galactic conquest with Order 66 didn't pan out. Even if our dice had been rolled better, defensive is NOT the way to play this game. Play aggressive and ALWAYS invade whenever possible. If you are the Separatists, you have GOT to invade and be successful because you have GOT to get cards and reinforcements. The Republic starts out VERY strong (as they should, since they are the dominant power in the galaxy when the war starts) and if they are allowed to gain inroads into your regions, the Seps cannot mount a strong enough defense with their now limited reinforcements. The bonus cards the Reps get from taking leaders is a brutal advantage. Protect those leaders at all costs! if you HAVE to put one in a forward territory, it better be a 1 pip leader. We were unable to hold a first turn advance by the Republic's red army and had to cough up a total of 5 cards (3 from a 3 pip leader, and one each for both Scott and myself giving up a planet). That turn pretty much set the pace for the game. We were able to stay in it until the fifth position on the Order 66 track, and I called the order at the end of my turn, but our rolls again weren't enough. Order 66 ALMOST eliminated Sara, but one of her strongest planets held firm and was able to take Palpatine on her next turn as we had nowhere really safe to stash him.
Overall, even though we lost, I had a blast with the game. It really does FEEL like Star Wars. While i was a bit disappointed with the unusual looking board at first, I grew to really like it very quickly. Troop placement is simple, there are no questionable areas ("is this a pass through the mountains, or just the artwork?"), and since there are no territory cards there is no need to spend time trying to find the name of some obscure area/region/planet (one of the few downfalls of LOTR Trilogy Risk AND War of the Ring). Never forget that every turn is important. I cannot stress that enough. No matter which side you are, you have GOT to be offensive at all times. Even though defenders gain the advantage in ties, if the invader has ships or Anakin cards that allow re-rolls, the odds are heavily against the defender. The playing time is not at all daunting and can be played in only 2 hours or so ( and a good 1/2 hour of that was set up time), so it could easily be played tournament style, switching sides after a game and playing again best 2 out of 3 or what have you.
One comment I have noticed a lot of people making is that they wish the ship tokens had been plastic pieces rather than cardstock chits. While aesthetically I agree, I believe that for gameplay and ease of use purposes, a chit with a picture on one side and a description of the ship's ability on the reverse side is much more functional than a miniature and a reference sheet next to the board. The less time spent poring through the rulebook for a rule and the more time spent invading worlds and conquering the galaxy, the better.
In my opinion, SW Risk: CWE is the best Risk I have played so far. I have 2210, LOTR Trilogy, and Godstorm (which i have not yet played, unfortunately), but this is my favorite at this point.
9 of 10 found the following review helpful:
Different but Great Sep 19, 2005
I have loved Star Wars and Risk since I was a kid and the combination of the two is awesome.
Star Wars Risk is very different from traditional risk. For Example: you can't back stab your partner and take the whole world--er--galaxy for yourself but that is in keeping with Star Wars: The Light Side is good and the Dark Side is bad.
Game play is very ballanced (despite initial appearances) but some of the traditional Risk Strategies may not work so well.
First of all the Light side must act quickly and capture as many of the sepratist leaders (new rules) as possible instead of trying to take the whole galaxy by force. The need for haste comes from the power of the darkside to declare Executive Order 66 (more new rlues) thus turning whole lightside worlds and troops to the dark side. I have seen complaints about the unbalanced rules and EO66 is a powerful tool for evil but the light side CAN win; it just requires speed and some new strategies.
When I play a variant game I want the game to be similar to but different than its parent game and I think this is nearly perfect Risk variant. Very different but great.
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